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saboteur

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Everything posted by saboteur

  1. Wait - does this mean COD:WW2 is NOT coming out for the jag
  2. Thanks again CJ, that would explain a lot of the results i'm getting
  3. Thanks for the reply CJ Just to sure then, the hbox is in bytes ? and the vbox is in pixels ? so should the format be 24/2 for a 4bpp image for the hbox
  4. I was playing around with object collision last night and have a few questions/issues. If my platform is, for example, 48px * 16px but i just want the hit to be triggered for the top line of pixels I set my hit box paramters to 48/2 and 1/2 in RAPINIT. That however doesn't work as per my expectation so then of tried changing the y offsets, but still don't get the result expected. What is the correct way to do this or is this not possible. Also whilst my platforms are 16px high i'm only using the top 8px but again setting the vertical hit box to 8 gives odd results, but I expect this is due to the y offset again ? cheers
  5. Sorry to revive this but in my quest for alternate collision detection methods I though i'd give the getpixel function a go. However I get a bunch or errors when compiling which i'm guessing are c related. Compiling C code... build\drawmap.c: In function 'void basicmain()': build\drawmap.c:1108:36: error: invalid conversion from 'void*' to 'int' [-fpermissive] include/rbasic.h:98:12: error: initializing argument 1 of 'int RGETOBJ(int, int)' [-fpermissive] build\drawmap.c: In function 'short int getpixel(short int, short int)': build\drawmap.c:1236:17: error: 'volatilechar' was not declared in this scope build\drawmap.c:1236:30: error: expected primary-expression before ')' token build\drawmap.c:1242:18: error: 'volatilechar' was not declared in this scope build\drawmap.c:1242:31: error: expected primary-expression before ')' token Build error! I'm not even calling the function at this point - any ideas. ? cheers
  6. Never mind - just divide it by 65536 - it's late.
  7. I've been mucking about with screen locations and have a question - which is probably realy dumb - but here goes anyway So I can set an objects x,y coorinates with standard integer values using RSETOBJ(ABC,R_sprite_x,(50<<16)) RSETOBJ(ABC,R_sprite_y,(50<<16)) But RGETOBJ(ABC,R_sprite_x) RGETOBJ(ABC,R_sprite_y) does not return the expected ( at least to me ) corresponding integer value E.G 50 & 50
  8. Not sure if this is a bug - or something thats not actualy been included from BCX but STR$ throws an error on compilation. It's not important - I was just playing around with string handling
  9. Cheers GGN - will try this out in a bit and how did you guess I like a bit of ZX Speccy coding I did look through your map code and had come to the conclusion that the LPEEK section was where I needed to concentrate but got a bit hung up this morning on where SCRBUF was coming from. I guess it's a RAPTOR constant ? It also hadn't clicked that each item in the OP is a layer in it's own right - and that makes things easier to understand. Does the size of the graphic in the OP affect the performance or is it just number of items in the OP that causes slow down ? Your P.S.3 suggestion is kind of where i've go to Anyhoo, i'll have a play and probably be back with waaaay more questions. Cheers
  10. OK finaly managed to get a bit more done, but have run into something i'm really not sure how to handle. Being as it's manic miner and everything is in nice primary colours adn that MM himself is the only white sprite I thought that handling collision detection for the background map woudl be best handled by comparing sprite and background pixel colours (some kind of XOR i guess). Is this the wrong way to do this ? if it isn't anyone point me to which RB+ commands to use. Cheers
  11. To be honest i've not acheived as much as i would have liked, real life crept up on me ( easter holidays with the family, ISO audit at work and the new expansion pack on BF1 ). However, I have been pratting around with collision detection and how to handle it ( MM's a bit awkward in that you can jump though certain floor types but not others ). I've been thinking that MM wasn't the best choice and maybe I should just do my own platformer type thing, but I should have a better idea over the next week as i have more time to play at coding. I'm still not entirely happy with the jumping either, i'm using precalulated values to plot the parabola, which works but seems a bit clunky. Anyhoo, i should get more done this week and hopefully should start posting more progress.
  12. Thanks guys - now where getting somewhere. Got to read through a few of the sample projects and figure out collision detection next
  13. Morning all, had a bit more of a play last night and starting working on the jumping mechanism. One question - how do i detect multiple button presses ? E.G DPAD is right and jump button is pressed ? i thought that the following would work, but it doesn't elseif LVAR_pad=PAD_A and LVAR_pad=PAD_RIGHT then cheers
  14. Too late - already did a load of screen shots from the speccy version. Thank god for pokes though cos i've never manged to complete the game.
  15. That'll come in handy and will save a large amount of time. Thanks
  16. Thanks GGN - i'd assumed it was the width of the map - but on reflection i should have noticed the y sitting right next to it. Anyhoo works just fine now and I can proceed further putting stuff together. Gonna work on a map builder over the next few days as well, doing it by eye and converting is giving me eye strain
  17. Heres the full code - for some reason screen 2 is always garbled rubbish. ' ' Your code goes here ' Have fun! ' rlist=(RAPTOR_LIST *)strptr(RAPTOR_sprite_table) basic_r_indx=1 basic_r_size=1 RLOCATE 0,202 RPRINT " RAPTOR BASIC+ - REBOOT " basic_r_size=0 basic_r_indx=0 RLOCATE 0,218 RPRINT " Derived from BCX BASIC v6 " set maps[34][40] as short ' 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x09,0x05,0x05,0x05,0x05,0x09,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 01 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 02 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 03 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x08,0x05,0x05,0x05,0x05,0x08,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 04 {0x0b,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0b}, ' screen 1 row 05 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 06 {0x0b,0x0a,0x0a,0x0a,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 07 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b,0x0b,0x0b,0x05,0x08,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 08 {0x0b,0x0a,0x0a,0x0a,0x0a,0x05,0x05,0x05,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 09 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0a,0x0a,0x0a,0x0b}, ' screen 1 row 10 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 11 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x08,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b,0x0b,0x0b,0x0b,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0b}, ' screen 1 row 12 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 13 {0x0b,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x05,0x0b}, ' screen 1 row 14 {0x0b,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0b}, ' screen 1 row 15 {0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x1c,0x38,0x41,0x47,0x45,0x34,0x3f,0x03,0x03,0x1c,0x34,0x49,0x38,0x45,0x41,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03}, ' screen 1 row 16 {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02}, ' screen 1 row 17 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x09,0x06,0x06,0x06,0x06,0x09,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 01 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 02 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 03 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x08,0x06,0x06,0x06,0x06,0x08,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 04 {0x0b,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0b}, ' screen 2 row 05 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0d,0x0d,0x0d,0x0d,0x0d,0x0b,0x06,0x06,0x06,0x0b,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 06 {0x0b,0x0a,0x0a,0x0a,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b,0x06,0x06,0x06,0x0b,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 07 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b,0x0b,0x0b,0x06,0x08,0x06,0x0b,0x06,0x06,0x06,0x0b,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 08 {0x0b,0x0a,0x0a,0x0a,0x0a,0x06,0x06,0x06,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0b,0x0a,0x0a,0x0a,0x0b,0x0a,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 09 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b,0x06,0x06,0x06,0x0b,0x06,0x06,0x0a,0x0a,0x0a,0x0b}, ' screen 2 row 10 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b,0x06,0x06,0x06,0x0b,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 11 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x08,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b,0x0b,0x0b,0x0a,0x0b,0x0a,0x0a,0x0a,0x0a,0x0a,0x0b}, ' screen 2 row 12 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 13 {0x0b,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x06,0x0b}, ' screen 2 row 14 {0x0b,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x0b}, ' screen 2 row 15 {0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x1c,0x38,0x41,0x47,0x45,0x34,0x3f,0x03,0x03,0x1c,0x34,0x49,0x38,0x45,0x41,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03,0x03}, ' screen 2 row 16 {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02} ' screen 2 row 17 end set loadclut(strptr(tiles_clut),0,16) dim x as short dim y as short dim c as short dim tilex as short dim tiley as short dim map as short dim i as int DIM pi!: pi=3.1415926535897932384626433832795 dim ph! for map=0 to 1 ' Draw map for y=0 to 16 for x=0 to 39 c=maps[map*40+y][x] tilex=(c % 26) tiley=(c/26) for i=0 to 7 ' Formula explanation - kindly supplied by GGN 'LPOKE strptr(scrbuf) + y * (destination_screen_width_in_bytes * tile_height) + x * tile_width_in_bytes + i * destination_screen_width_in_bytes 'LPEEK strptr(tiles) + tilex * tile_width_in_bytes + tiley * (source_screen_width_in_bytes * tile_height) + i * source_screen_width_in_bytes 'lpoke strptr(scrbuf) + y * (dest_screen_width_in_bytes*tile_height) + x * tile_width_in_bytes + i * dest_screen_width_in_bytes, lpeek(strptr(tiles)+tilex*tile_width_in_bytes+tiley*(src_screen_width_in_bytes*tile_height)+i*src_screen_width_in_bytes) lpoke strptr(scrbuf) + y * (160 * + x * 4 + i * 160, lpeek(strptr(tiles) + tilex * 4 + tiley *(104 * + i * 104) next i next x next y ' Bring the map to screen for ph=0 to pi/2 step pi/90/2 basic_r_size=0 basic_r_indx=0 rlist[1].x=(330-sin(ph)*314)*65536 vsync next i ' 'Pause so the level can be seen for i=0 to 255 vsync next i ' ' Send the object offscreen for ph=pi/2 to 0 step -pi/90/2 rlist[1].x=(352-sin(ph)*336)*65536 vsync next i next map 'do 'vsync 'loop
  18. Got stuck over the weekend and never really had a chance to do much. However, I thought I had GGN's map code understood but something is still eluding me. I've created my tiles in an image that ( at the moment ) is 208*24pixels. ( 26 * ( 8 * 8 ) tiles * 3 rows ) so my lpoke lpeek line is lpoke strptr(scrbuf) + y * (160 * + x * 4 + i * 160, lpeek(strptr(tiles) + tilex * 4 + tiley *(104 * + i * 104) which i think is correct My array is 34 rows of 40 columns ( 17 rows * 40 columns per screen ) - defining 2 screens so my loops are : map 0 to 1, y 0 to 16 and x 0 to 39 what i think i'm getting wrong is the section defining c, tile_x and tile_y c=maps[map*40+y][x] tilex=(c % 26) tiley=(c/26) Any pointers ? cos i've been over this multiple times with varying results - none of them end up as i'd expect
  19. Double DOH! With an added facepalm. Ta for that.
  20. Thanks for the detailed explanation GGN, i would never have guessed how you came up with the 160. I've applied it correctly nkw and it works. I did however do a bit of testing and managed to breakit in a way i don't get. My array is 30 rows of 20 columns. But if i set the y loop to anything over 27 then it crashes spectacularly. I can't think why that would occur so tried increasing the array size and added a second room but still doesn't like it. As it happens MM doesn't require that many rows, but i'd like to figure it out. Anyhoo, again ta for all the help and advice.
  21. Had some time to play with GGN's code, I think i'm understanding most parts ( although took m a while to figure out that bit with the screen wipe in and out ). I tried converting to 8*8 ( cos MM screen platform graphics are all 8*8 ) but i've not understood it correctly. So the screen is 320*240 and my map is 40 columns by 30 rows. ( 320/8 = 40 and 240/8 = 30) This is what i changed it to ' Draw map for y=0 to 29 for x=0 to 39 c=maps[map*30+y][x] tilex=(c % 40) tiley=(c/30) for i=0 to 7 lpoke strptr(scrbuf)+y*(80*+x*8+i*80,lpeek(strptr(tiles)+tilex*8+tiley*(80*+i*80) next i next x next y But everything is out by what looks like an extra 8 pixels - but I didn't get where the original 160 come from anyway. Cheers
  22. That makes sense so pick a resolution and stick to it Thanks for all the help guys - it's starting to sink in, honest.
  23. Right'o - what is the native resolution then or is that dependant on PAL or NTSC t.v's ? I'm trying to get my head around it and failing at the moment.
  24. when i set the x and y origin to 0 it's as above but if i set them to 20 as below the backdrop is displayed correctly. dc.w 20,0 ; sprite_x ; 16.16 x value to position at dc.w 20,0 ; sprite_y ; 16.16 y value to position at I'm sorry to ask what is probably a stupid question(s) but why is 0,0 not the top left of the screen ?
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